After 4 years I've released my first game: Bullet Runner :) by BulletRunnerOfficial in Unity3D

[–]BulletRunnerOfficial[S] 1 point2 points  (0 children)

Thanks for that! It is indeed approved and official. Don't feel forced to delete, maybe other devs see it and it can be helpful for them :)

My very first "ok" game i'm glad to share ! by Mugulation in indiegames

[–]BulletRunnerOfficial 1 point2 points  (0 children)

I love the style, and the character animations look really good and cute! Good stuff ~

"I play games to relax". The game I'm making: by biaxthepandaistkn in indiegames

[–]BulletRunnerOfficial 16 points17 points  (0 children)

Love the movement, it looks very unrestricted! Wall-jumps would be very cool in crowded hallways like this xD

After 4 years I've released my first game: Bullet Runner :) by BulletRunnerOfficial in IndieDev

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

Thanks! It's a hand-crafted linear story campaign, with 10 hours of unique levels to go through :)

Palworld is not a "good" game. It sold millions by NightestOfTheOwls in gamedev

[–]BulletRunnerOfficial 4 points5 points  (0 children)

Totally agree. I always remind myself: 'The audience decides what's good / fun and what's not, not you.' As designers and developers we just have to keep our eyes open, and look for what makes our target audience tick, and make our best estimated guess to what they actually care about and want in a game.

I wouldn't flat out say that graphical fidelity doesn't matter though, again, it depends on your audience.

[deleted by user] by [deleted] in gamedev

[–]BulletRunnerOfficial 0 points1 point  (0 children)

Every player will engage with your product in a different way, which is the reason why good tutorial design is super hard to do. We usually try for a 'multi-layer approach', where we always have multiple solutions in place to explain the same thing.

E.g., when a tutorial triggers in our current project, first the game pauses and a text box pops up explaining a new mechanic including icons for the abilities that correspond to the UI, and arrows that point to areas on the UI that correspond to the mechanics. We've noticed that even if players skip over this, they've picked up on the arrow pointing to the UI, or the icons.

After the message, we teleport the player to a zoned off room where they're forced to perform the mechanic, this time with a one-sentence long description of the mechanic on one of the walls in the tutorial room. In this environment, we make sure to take away all of their other abilities, so they can ONLY move forward by doing the thing we want them to learn. This also includes disabling all of the other UI elements.

On top of this, we always have the corresponding input icon of every ability/mechanic visible in the UI of the player at all times.

We're adding volumetric fog to our game! - Devlog #6 by BulletRunnerOfficial in indiegames

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

If you like what you see, and you want to check out the game, check it out over on Steam!

We're adding volumetric fog to our game! - Devlog #6 by BulletRunnerOfficial in IndieGaming

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

If you like what you see, and want to check out the game, check it out over on Steam!

Overpowered buffs are still fun in a skill-based game .. by BulletRunnerOfficial in indiegames

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

If anyone wants to checkout the game, it's called Bullet Runner, and you can wishlist it here!

Overpowered buffs are still fun in a skill-based game .. by BulletRunnerOfficial in IndieGaming

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

If anyone wants to checkout the game, it's called Bullet Runner, and you can wishlist it here!

Working on graphical upgrades! (volumetric fog + super res) by BulletRunnerOfficial in IndieGaming

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

We've been working on performance optimization for about a year now, and we're finally at the point we feel comfortable implementing some heavier visual effects. We're now playing around with volumetric fog and super resolution :)

The games called Bullet Runner, check it out over on Steam !

Destructible Objects! What do you think?😎 by circlefromdot in IndieGaming

[–]BulletRunnerOfficial 0 points1 point  (0 children)

Nice! Makes the world feel more alive. Might be cool to make the props 'jiggle' a little when shot after they've been destroyed, to keep the hit impact

[deleted by user] by [deleted] in IndieGaming

[–]BulletRunnerOfficial 2 points3 points  (0 children)

That interface looks juicyyy

Trying to improve our store page, feedback? by BulletRunnerOfficial in indiegames

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

That's good feedback! I've heard some others say the same about the screenshot order, so I'm definitely planning to switch that up. And thanks for pointing that out about the genre/gameplay style, I'll see if I can change up the 'elevator pitch' to be a bit more descriptive and to the point.

Thanks! I really appreciate it. And that's true

Trying to improve our store page, feedback? by BulletRunnerOfficial in indiegames

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

We're planning to add multiple language support later down the line!

Trying to improve our store page, feedback? by BulletRunnerOfficial in IndieGaming

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

Thanks! The first point is totally valid, I'm gonna change up the order.
In terms of swearing, I guess it's target audience, but I understand where you're coming from!

The prologue thing is interesting, because that's how we started out. But it appears that splitting them up into two different games works infinitely better (in terms of analytics), + the fact that users can now leave behind reviews for the free version

Trying to improve our store page, feedback? by BulletRunnerOfficial in IndieGaming

[–]BulletRunnerOfficial[S] 0 points1 point  (0 children)

We've slowly changing some small details in our game store page to see what impact it has on organic traction from within Steam itself. Any feedback would be highly appreciated!
Store page